December 2020 (Week 3)

C-Dogs SDL

Dev:

anon

Tools:

C, SDL2, Blender, Gimp, Audacity

Web:

cxong.github.io/cdogs-sdl

Fix PVP rounds not ending
Fix deathmatch end of game scores not updating
Fix mouse cursor missing
Add start of mission or round message
Skip mission briefing if it's not needed

Underspace

Dev:

Pastaspace Interactive

Tools:

Unity

Web:

underspace.pastaspaceinteractive.com

+ Added more dialogue controls for campaign stuff.
+ Allowed for more control over tutorial stuff via the cutscene system.
+ Tutorial system unpausing from station no longer causes issues.
+ Redid logic for quest dialogue requirements to use the new better system for requirements.
+ Added a ship campaign tracking system that can properly track and assign ship AI new roles.
+ Ships following the player have better compensation and AI, and can follow the player through lanelines and such.
+ Autopilot on lanes targets the lane’s portals, rather than the lane itself, allowing for better autopilot steering.
+ Fixed issue where high-speed ships would have flickering target brackets.
+ AI ships can now be affected by disrupted lanes.
+ Following NPCs can persist into new systems via a persistence system.
+ Added new effects for unstable jumpholes.
+ CreateFighterSquadrons can specific specific campaign spawning stuff and can override ships and factions, and also load in entire squads into persistency.
+ Gamefaction visibility and nameability (The ability to report out the name of a pilot) are now different flags.
+ Campaign system scripting can complete campaigns, and cause NPCs to start or stop following players.
+ Campaign system can now set campaign states.
+ Campaign now can restrict what a player docks at, because I know you’ll fuck it up you dumbasses.
+ Campaigns can restrict whether or not you’re allowed to take actual missions, set waypoints, or mark quests as active.
+ Stations can questmark what area they want you to go to.
+ Fixed issue where the radio could be played even with no music.
+ Respawn HUD now pauses the game and can be used for mission failure.
+ Added tons of various script commands for campaign stuff.
+ Set a station on fire and collapsed a few jumpholes.

BnB

Dev:

Commander Rad

Tools:

Love2D, Blender, Spine, Affinity Designer, Affinity Photo, Zeplin, QGIS

Web:

twitter.com/GamesBreakfast

+ Optimization with pathing (This will be multiple weeks)
+ Added mouse physics to the debug to test how vehicle pathing reacts to sudden phyisical obstacles and forces. (vid)
+ Pathing is now kinda glued to the movement path, there are forces in place that will try to get it back on the path.
- Currently, re-pathing isn't functioning with this new system yet, but hopefully we will get it in by next week
+ Other bug fixes
- Here's a bug from dat entry where one of the wheelsets on one unit got switched around. Looks kinda cool.
+ Here is the current music playlist for anyone that wants a listen:
+ playlist: soundcloud.com/user-255042164/sets/b-b-ost